If you haven't played this game, you're seriously missing out. Anyway, now that you've bought the game, let me tell you a little about it.
Selaco is a GZDoom game that pushes the engine to its absolute limit. The combat, the movement, the graphics, it's all great. There are tons of secrets and so many ways to play the game, it'll make your head spin. There's so much replay value in this game that I could spend what feels like forever playing this and still find new things. Plus, since it's a GZDoom game that's fully open source, it has great mod support through the Steam workshop. I've already made a few custom maps, and plenty of people have made some really great mods you can download very easily.
Anyway, about the speedrun. This game is a thriller. I can't tell you enough how crazy the movement mechanics are. The closest thing I could compare the movement to in Unreal Tournament. At least, that's what the dashes feel like to me (except you don't have to double tap the movement keys). Plus, there's a slide move where you can jump to gain lots of speed. You'd be surprised how deep the movement can get even with what sounds like very simple movement mechanics.
The combat is where this game really shines, though. However, in the speedrun, you don't really get to see it. I promise, the enemies are insanely smart and work together in all sorts of creative ways. Speedrunners can go straight past most of the enemies because of the scarab launcher alt fire for the assault rifle. In Selaco, you can find weapon kits that give you alternate fire modes for certain guns. In level 2, there's an out of bounds secret that turns your alternate fire into a crazy powerful plasma beam called the Scarab Launcher, inspired by a weapon in the Halo games. If you've played Halo 2, you know what the scarab gun is. That's what this is like. Anyway, it destroys pretty much everything in your path, so it sort of trivializes the combat. I'll be honest that I'm not a huge fan of it, but a speedrun is a speedrun, and it definitely saves time.
If you watched my last run, the 55:51, that run is a showcase of the time saves and sequence breaks I was able to find basically on my own. However, this run demonstrates all the new times saves that BloodThunder has been finding over the last few days. He found a way to skip the "Jonathan" heavy barrel sequence in level 6-1a, a way to hold doors open with a barrel (which isn't normally possible), and a smaller time save where you skip an enemy encounter at the end of level 4, which I didn't do in this run. Unfortunately, I didn't practice that skip, so I wasn't going to try it here. I haven't timed it exactly, but it saves a couple of seconds, so I need to implement that in the next speedrun I do.
If any new sequence breaks get found in the next couple of days, I'll definitely do another run. If not, I'm going to move on to other categories. I'd love to pull off a run on the harder difficulties, too. Plus, there's always 100%. However, I've been getting really into modding this game, so I want to spend some time on that, too.
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